mirror of
https://github.com/bevyengine/bevy
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ead84e0e3d
# Objective - Improve code quality in preparation for https://github.com/bevyengine/bevy/discussions/15014 ## Solution - Rename BreakLineOn to LineBreak. ## Migration Guide `BreakLineOn` was renamed to `LineBreak`, and paramters named `linebreak_behavior` were renamed to `linebreak`.
203 lines
6.7 KiB
Rust
203 lines
6.7 KiB
Rust
//! Shows text rendering with moving, rotating and scaling text.
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//!
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//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
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//!
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//! For an example on how to render text as part of a user interface, independent from the world
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//! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
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use bevy::{
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color::palettes::css::*,
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math::ops,
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prelude::*,
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sprite::Anchor,
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text::{FontSmoothing, LineBreak, TextBounds},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(animate_translation, animate_rotation, animate_scale),
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)
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.run();
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}
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#[derive(Component)]
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struct AnimateTranslation;
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#[derive(Component)]
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struct AnimateRotation;
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#[derive(Component)]
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struct AnimateScale;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let text_style = TextStyle {
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font: font.clone(),
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font_size: 50.0,
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..default()
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};
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let text_justification = JustifyText::Center;
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// 2d camera
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commands.spawn(Camera2dBundle::default());
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// Demonstrate changing translation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("translation", text_style.clone())
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.with_justify(text_justification),
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..default()
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},
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AnimateTranslation,
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));
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// Demonstrate changing rotation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("rotation", text_style.clone())
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.with_justify(text_justification),
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..default()
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},
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AnimateRotation,
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));
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// Demonstrate changing scale
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("scale", text_style).with_justify(text_justification),
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transform: Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
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..default()
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},
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AnimateScale,
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));
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// Demonstrate text wrapping
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let slightly_smaller_text_style = TextStyle {
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font,
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font_size: 35.0,
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..default()
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};
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let box_size = Vec2::new(300.0, 200.0);
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let box_position = Vec2::new(0.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::srgb(0.25, 0.25, 0.75),
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custom_size: Some(Vec2::new(box_size.x, box_size.y)),
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..default()
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},
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transform: Transform::from_translation(box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(Unicode linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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justify: JustifyText::Left,
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linebreak: LineBreak::WordBoundary,
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..default()
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},
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// Wrap text in the rectangle
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text_2d_bounds: TextBounds::from(box_size),
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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let other_box_size = Vec2::new(300.0, 200.0);
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let other_box_position = Vec2::new(320.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::srgb(0.20, 0.3, 0.70),
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custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
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..default()
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},
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transform: Transform::from_translation(other_box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(AnyCharacter linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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justify: JustifyText::Left,
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linebreak: LineBreak::AnyCharacter,
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..default()
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},
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// Wrap text in the rectangle
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text_2d_bounds: TextBounds::from(other_box_size),
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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// Demonstrate font smoothing off
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commands.spawn(Text2dBundle {
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text: Text::from_section("FontSmoothing::None", slightly_smaller_text_style.clone())
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.with_font_smoothing(FontSmoothing::None),
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transform: Transform::from_translation(Vec3::new(-400.0, -250.0, 0.0)),
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..default()
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});
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for (text_anchor, color) in [
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(Anchor::TopLeft, Color::Srgba(RED)),
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(Anchor::TopRight, Color::Srgba(LIME)),
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(Anchor::BottomRight, Color::Srgba(BLUE)),
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(Anchor::BottomLeft, Color::Srgba(YELLOW)),
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] {
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commands.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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format!(" Anchor::{text_anchor:?} "),
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TextStyle {
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color,
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..slightly_smaller_text_style.clone()
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},
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)],
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..Default::default()
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},
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transform: Transform::from_translation(250. * Vec3::Y),
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text_anchor,
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..default()
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});
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}
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}
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fn animate_translation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
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) {
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for mut transform in &mut query {
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transform.translation.x = 100.0 * ops::sin(time.elapsed_seconds()) - 400.0;
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transform.translation.y = 100.0 * ops::cos(time.elapsed_seconds());
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}
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}
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fn animate_rotation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
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) {
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for mut transform in &mut query {
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transform.rotation = Quat::from_rotation_z(ops::cos(time.elapsed_seconds()));
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}
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}
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fn animate_scale(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
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) {
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// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
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// rendered quad, resulting in a pixellated look.
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for mut transform in &mut query {
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let scale = (ops::sin(time.elapsed_seconds()) + 1.1) * 2.0;
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transform.scale.x = scale;
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transform.scale.y = scale;
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}
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}
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